"We Hit A RoadBlock" | UEFN Session infinite Loading / Won't launch

hi @PeacefulGhost ,
Looked at the logs you sent in and searched them.
There is a project using the reserved word “asset” which contains the path to a set of assets

UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "id": "xxxxxxxxxxxxxxxxxxxxxxxxxxxx",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "title": "ASSETS",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "name": "ASSETS",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "path": "C:/Users/David/Documents/Fortnite Projects/ASSETS/ASSETS.uefnproject",
--

your Id has been blanked out
Looking around there are posts about using reserved word which is in the Glossary

Maybe in past you were Allowed to use this and now the use is blocked/changed

There does not appear to be a project of the name “High Garden Sanatorium”
only

UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "title": "BakingBread",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "name": "BakingBread",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "path": "C:/Users/David/Documents/Fortnite Projects/BakingBread/BakingBread.uefnproject",

and

the id for is NOT same as your ID

UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "title": "GunGame2",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "name": "GunGame2",
UnrealEditorFortnite-backup-2024.06.24-20.47.18.log-    "path": "C:/Users/David/Documents/Fortnite Projects/GunGame2/GunGame2.uefnproject",

Probably rename the ASSETS project to something else thats not a keyword
Update
@PeacefulGhost . What needs to be done is to delete all the old Logs before launching UEFN.
For Fortnite C:\Users\jimgi\AppData\Local\FortniteGame\Saved\Logs
and delete the logs for UEFN in
C:\Users\jimgi\AppData\Local\UnrealEditorFortnite\Saved

  1. Launch UEFN
  2. Attempt opening the project "High Garden Sanatorium
  3. Dont even click on the other project in your page
  4. Wait for the error “we Hit a road block”.
  5. wait until the session closes and goes back to UEFN.
  6. file menu → Exit
  7. leave 5 minutes before checking the log directory
  8. Go back into UEFN
  9. file menu → Exit This will close the original log files and open a new set
  10. wait a minute
  11. zip up all the log file and post them here

zip up logs in For Fortnite C:\Users\jimgi\AppData\Local\FortniteGame\Saved\Logs
and zip up logs in C:\Users\jimgi\AppData\Local\UnrealEditorFortnite\Saved

My script will then search down to the project quickly now.
Every asset loaded and its success or failure is recorded in the log, just that some assets are standard breakages.

2 Likes

hi @PeacefulGhost , and others

Why not try another device console with less Asset checking!

Get a Android Phone mine is an old Samsung S10
Connect to Wi-Fi network, make sure its unlimited usage
go into Google play or Galaxy Store
Find Fortnite for Android and Click install. This is between 18GB and 27GB depending on Phone
This will take about three hours so maybe overnight

Click Open and use you Epic Username/password and Security code sent to you to enter in your email
Wait for the updates to complete
When in Android Fortnite,

  1. open the Creative 2.0 island, in By Epic section
  2. Play, slide finger to move to Rift
  3. “Use Console” at the rift
  4. Create new Island,
  5. Select Blank.
  6. Create new island called “Test”,
  7. Open “test”
  8. start game
  9. end test
  10. return to lobby
  11. Exit Creative 2.0
  12. leave Android Fortnite open
  13. Open UEFN.
  14. Double Click on “Test” with the Creative 2.0 icon
  15. Click UEFN Create
  16. Launch Session on PC.
  17. check it looks ok.
  18. close session “test” on PC Fortnite
  19. click three dots on launcher
  20. select Live Link
  21. Select Auto start
  22. select connect console
  23. Launch session to connect to Android Fortnite, Takes 5 minutes to connect
  24. look at blank test model, does game in progress icon appear, any errors
  25. End session on UEFN, does Edit Icon in top left corner appear?
  26. does Android have a UEFN Icon on the Island opening screen
  27. Go back to lobby then back to Android opening screen
  28. Close Android Fortnite
  29. Open Android Fortnite
  30. Go to UEFN and open your Published game and Launch to console
  31. What errors do you get in Android Fortnite Log screen?

@PeacefulGhost - sorry for the delay here. Could we get a copy of your project? We are unable to repro this here.

1 Like

@Flak Sure thing, how do I share a copy of my project ? I am unfamiliar with the steps.

Hi @PeacefulGhost ,
When I transfer my project across PC I go to C:\User\OWNER\Documents\UnrealEngine using Windows Explorer

Download WinRar

Open (WinRAR download free and support: WinRAR)

Look at your Project name select the project in WinRar click “Add to Archive”
take the name.rar and the compressor does the work if it is above 30mb you may need to load it on OneDrive and make name.rar public Send the link by PM
Others Google Cloud and send the link by PM

UPDATE @PeacefulGhost
Managed to load it in UEFN then Launch into Fortnite.
Fortnite lobby says Edit mode “Downloading”, then goes back to Fortnite launch screen, very unusual?
The first run of this got the same message as you did. We hit a ROADBLOCK, but words not in the log
The logs are very big and detailed so will take a while to look at whats happening
Well at least we can see the problem

Hey @Jimbohalo10 Thanks for that.

Hey @Flak Here is the file - High Garden Sanatorium - Copy.7z - Google Drive.

Its about 3 GB, so like last time I uploaded to my drive. No passwords. Hope this helps.

Thanks

1 Like

hi @PeacefulGhost
@Flak
found the error in Fortnite logs

[826]LogOnlineDataAssetDirectory: Requesting update: https://data-asset-directory-public-service-prod.ol.epicgames.com/api/v1/assets/Fortnite/%2B%2BFortnite%2BRelease-31.00/35447195?appId=Fortnite
[2024.09.02-02.17.32:546][826]LogOnlineDataAssetDirectory: Requesting update payload: {
	"FortCreativeDiscoverySurface": 0
}

the response to this http: request has an error message

{
    "errorCode": "errors.com.epicgames.common.not_found",
    "errorMessage": ""
}

[2024.09.02-02.17.32:555][826]LogCMSManager: EpicCMSManager Internal Refresh fortnite-game/media-events-v2
[2024.09.02-02.17.32:556][826]LogCMSManager: UEpicCMSManager::InternalRefresh: Attempts to refresh JsonDataCache
[2024.09.02-02.17.32:566][826]LogEOSSDK: Warning: LogEOSGameClips: Recording supported and available.
[2024.09.02-02.17.32:566][826]LogEOSSDK: LogEOSGameClips: Recording availability changed from ‘Pending’ to ‘Available’.
[2024.09.02-02.17.32:566][826]LogFort: UFortGameSettingRegistryExtension_Koala::HandleClippingEnabledSettingChanged - Setting changed
[2024.09.02-02.17.32:566][826]LogFort: UFortGameSettingRegistryExtension_Koala::HandleClippingEnabledSettingChanged - Setting changed
[2024.09.02-02.17.32:566][826]LogFort: UFortGameSettingRegistryExtension_Koala::HandleClippingEnabledSettingChanged - Setting changed
[2024.09.02-02.17.32:566][826]LogCsvProfiler: Display: Metadata set : gameclipsavailabilitystatus=“Available”

[2024.09.02-02.17.32:566][826]LogFortUI: [UFortUIManager::CheckViewportFailures] Found a failure message to display 

Error message is " We hit a Roadblock"

[2024.09.02-02.17.32:566][826]LogFortUI: [UFortUIManager::CheckViewportFailures] Sent failure message to PrimaryLayout
[2024.09.02-02.17.32:568][826]LogFortUI: [UFortRootViewportLayout::ShowError]
[2024.09.02-02.17.32:569][826]LogFortUI: [UFortErrorWindow::NativeOnActivated]
[2024.09.02-02.17.32:571][826]LogFortUI: [UFortErrorWindow::AddError] Putting first error 
into main display area

Display on view in Modal Full screen with “Network error”

[2024.09.02-02.17.32:573][826]LogFortUI: [UFortUIManager::CheckViewportFailures] Clearing failure message after processing


[2024.09.02-02.17.32:573][826]LogOnlineGame: UFortGameViewportClient::ClearFailureMessage - Clearing a non-empty network failure message

[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: Applying input config for leaf-most node [WBP_SearchWrapper_C_AthenaTab]
[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: UIInputConfig being changed. bForceRefresh: 0
[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: InputMode: Previous (ECommonInputMode::All), New (ECommonInputMode::Menu)


[2024.09.02-02.17.32:573][826]LogViewport: Display: Viewport MouseCaptureMode Changed, CaptureDuringMouseDown → NoCapture
[2024.09.02-02.17.32:573][826]LogViewport: Display: Viewport HideCursorDuringCapture Changed, False → True
[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: [User 0] No focus target for leaf-most node [WBP_SearchWrapper_C_AthenaTab] - setting focus directly to the widget as a last resort.
[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: Applying input config for leaf-most node [DiscoverSearchView_C_2147482646]
[2024.09.02-02.17.32:573][826]LogUIActionRouter: Display: [User 0] Focused desired target FilteredInputField
[2024.09.02-02.17.32:575][826]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:chat|voice PrevIndex:0 Value:nobody
[2024.09.02-02.17.32:575][826]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:chat|enhanced-voice-reporting PrevIndex:1 Value:prefer-not-recording
[2024.09.02-02.17.32:598][827]LogSlate: Took 0.002884 seconds to synchronously load lazily loaded font ‘…/…/…/FortniteGame/Content/UI/Foundation/Fonts/BurbankBigRegular-Black.ufont’ (214K)
[2024.09.02-02.17.32:807][827]LogUIActionRouter: Display: Applying input config for leaf-most node [ErrorWindow_Errors]
[2024.09.02-02.17.32:807][827]LogUIActionRouter: Display: [User 0] No focus target for leaf-most node [ErrorWindow_Errors], and the widget isn’t focusable - focusing the game viewport.
[2024.09.02-02.17.32:820][827]LogFortMusicPackPlayer: UFortMusicPackPlayerSubsystem::StopMusicPack: MusicPack stopped: MusicPack_210_PrairieSkip
[2024.09.02-02.17.32:820][827]LogCMSManager: UEpicCMSManager::OnReadCMSDataComplete: JsonDataCache was set
[2024.09.02-02.17.32:916][828]LogFortCreativeDiscoverySurfaceManager: OnDataAssetDirectoryUpdateComplete: party leader: updating party data for revision CreativeDiscoverySurface_Frontend to revision 1
[2024.09.02-02.17.32:920][828]LogFortCreativeDiscoverySurfaceManager: OnDataAssetDirectoryUpdateComplete: party leader: updating party data for revision CreativeDiscoverySurface_Library to revision 1
[2024.09.02-02.17.32:921][828]LogFortCreativeDiscoverySurfaceManager: OnDataAssetDirectoryUpdateComplete: party leader: updating party data for revision CreativeDiscoverySurface_Browse to revision 1
[2024.09.02-02.17.32:966][830]LogOnlineDataAssetDirectory: RequestUpdate_HttpRequestComplete: bSucceeded: 1 Status: 200
[2024.09.02-02.17.33:113][835]LogFort: [FWhenPlatformSupportsMultipleStores::OnGatherEditState] deactivate
[2024.09.02-02.17.33:113][835]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:profile|player-surveys PrevIndex:1 Value:true
[2024.09.02-02.17.33:113][835]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:chat|filter-out-mature-language PrevIndex:1 Value:true
[2024.09.02-02.17.33:113][835]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:chat|text PrevIndex:1 Value:friends-and-teammates
[2024.09.02-02.17.33:113][835]LogFortSocial: UFortSettingValueDiscreteSupervised::Initialize - Setting:profile|can-receive-gifts PrevIndex:1 Value:true

As you can see an error is generated for a above network call

Another Matchmaking error

FortniteGame.log:[2024.09.02-02.10.27:931][134]LogOnlineGame: Error: [UFortMatchmakingV2::PostMatchmakingError] Error=[JoinInProgressError].[CustomReason]
FortniteGame.log:[2024.09.02-02.10.27:955][134]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 20.03, Real: 20.03, Good: 20.03, DriverTime: 20.08, Threshold: 20.00, [UNetConnection] RemoteAddr: 18.133.163.127:15001, Name: IpConnection_2147482644, Driver: Name:IpNetDriver_2147482644 Def:BeaconNetDriver IpNetDriver_2147482644, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: MCP:2076ba20ca9f4e7eb781f7640cd2f593'
FortniteGame.log:[2024.09.02-02.10.27:955][134]LogNet:  - Result=ConnectionTimeout, ErrorContext="ConnectionTimeout"

This says it all WE RAN OUT OF TIME! while MATCHMAKING???

FortniteGame.log:[2024.09.02-02.10.39:964][495]LogForcedIntroWidget: Error: [UFortUIStateWidget_ForcedIntro::OnMatchmakingTimeout()] WE RAN OUT OF TIME!!
2 Likes

@Jimbohalo10 That is a deep dive. I am not that technically Educated, but I am guessing its a Server Issue rather than my Client not able to load. Is that right ?

@PeacefulGhost
Having been fixing validation errors from other parts of Fortnite, like old materials etc
The error message has changed to “There is a problem” “Network Error” in the log remote network error
Hard to tell but at least the message has changed

Update : trying to run on Xbox One Fortnite getting MatchMaking number 3
Why am I getting matchmaking error #1, #2, or #3 in Fortnite? - Fortnite Support (epicgames.com)

But why when connecting from UEFN 31.00 to Xbox One , when UEFN PC Live Edit trys to connect.

Works reasonable well in Lobby on Anroid (Samsung) phone Fortnite in Edit mode downloading, but eventually comes up with “There is a problem”
We are not using Battle Bus from BR

1 Like

Thanks for all of the info, we’ll take a look.

1 Like

Thank you :slight_smile:

hi @Flak
@PeacefulGhost

These are the missing Assets directory made from the Import directory.
You may find some assets that fail validation.
These are unused assets, but delete these assets example in the Agent directory 265mb of the Assets directory.

savedHands.rar

From the Fortnite for PC logs

There is a problem
[2024.09.03-05.55.33:740][826]LogEOSSDK: Warning: LogEOS: FEpicGamesPlatform::GetOnlinePlatformType - unable to map None to EOS_OnlinePlatformType
[2024.09.03-05.54.20:957][286]LogCsvProfiler: Display: Metadata set : gameclipsavailabilitystatus="Available"
[2024.09.03-05.54.20:957][286]LogFortUI: [UFortUIManager::CheckViewportFailures] Found a failure message to display
[2024.09.03-05.54.20:957][286]LogFortUI: [UFortUIManager::CheckViewportFailures] Sent failure message to PrimaryLayout
[2024.09.03-05.54.20:959][286]LogFortUI: [UFortRootViewportLayout::ShowError]
[2024.09.03-05.54.20:960][286]LogFortUI: [UFortErrorWindow::NativeOnActivated]
[2024.09.03-05.54.20:962][286]LogFortUI: [UFortErrorWindow::AddError] Putting first error into main display area
[2024.09.03-05.54.20:964][286]LogFortUI: [UFortUIManager::CheckViewportFailures] Clearing failure message after processing
[2024.09.03-05.54.20:964][286]LogOnlineGame: UFortGameViewportClient::ClearFailureMessage - Clearing a non-empty network failure message
[2024.09.03-05.54.20:965][286]LogFortCreativeDiscoverySurfaceManager: OnDataAssetDirectoryUpdateComplete: party leader: updating party data for revision CreativeDiscoverySurface_Frontend to revision 1

restart Uefn -play
We hit a road block
[2024.09.03-05.57.54:262][354]LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1349.293945, Update Interval: 313.729675
[2024.09.03-06.01.08:386][264]LogFortUI: [UFortUIManager::CheckViewportFailures] Found a failure message to display
[2024.09.03-06.01.08:386][264]LogFortUI: [UFortUIManager::CheckViewportFailures] Sent failure message to PrimaryLayout
[2024.09.03-06.01.08:386][264]LogFortUI: [UFortRootViewportLayout::ShowError]
[2024.09.03-06.01.08:386][264]LogFortUI: [UFortErrorWindow::NativeOnActivated]
[2024.09.03-06.01.08:387][264]LogFortUI: [UFortErrorWindow::AddError] Putting first error into main display area
[2024.09.03-06.01.08:388][264]LogFortUI: [UFortUIManager::CheckViewportFailures] Clearing failure message after processing

Load the original 3GB project then patch with my Assets file of missing assets before opening in UEFN

FortniteGame.log (3.9 MB)

Here is an Android picture running you can see runs ok just waiting for the game to start. see Edit Mode box with Preparing, but does not start back with “There is a problem”, was getting pings of 1042ms during this run Red Wireless, Yellow Wireless! marks all on the same broadband 54KB wireless router with 7KB/s to internet

1 Like

hi @PeacefulGhost,

Whilst working on fixing another problem. Same in your project
Came across a problem where they had used a DayTime(SkyDome) imported from Fortnite 1.0 Creative.

When deleting this UEFN 31.10 will replace with the UEFN Day Sequence device Verse version. Delete the Sky Dome version in the Outliner box File → Save All → Exit
When you reload your project the Time of Day top of main screen has been replaced by the Day Sequence device

Day Sequence Device | Unreal Editor for Fortnite Documentation

The UEFN equivalent to this Creative legacy device Sky Dome works in Fortnite Creative but cannot be imported into UEFN correctly and no error is reported has a known problem no time scale to fixing if ever as its legacy

When Launching the project no significant errors occurred, there were lots of missing assets in the output log which needed deleting from the import Folder.
Spend over 40 minutes in the Fortnite Creative after loading UEFN.

This Day Time(Sky Dome) seems the reason for the main errors.
Delete this and see if your Project will load

1 Like

Hey @Jimbohalo10.

I appreciate that you are still working on a solution. I tried as asked, and found a little bit of change I should say.

SO the session took about 10 mins to fully timeout, and gave this result.

And then I checked the in game, which still kept me in that little cage area before going into a session, and here is what it said

.